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AngelThMan

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  1. Thanks for all your help, guys. I tried something random and it worked. It's based on a posting on another forum. The issue in that case was similar to mine. Except instead of the Collision Deformer causing problems with Pose Morph, it was the Cloth Tag. So the fix there was to do the Pose Morph first and then add the Cloth Tag to the original object (as opposed to the Morph target object). I tried the same thing. The first step was to duplicate the thin model, and sculpt one by using the Inflate tool in Sculpt to bloat the belly. Without the waistband on them, I did the Pose Morph first between the thin and fat models. After the Pose Morph worked, I added the collided waistbands (polygon cylinders) to the original object. It worked out. I wanted to leave a record of it here in case it could help someone. Phew, what a relief!
  2. Everfresh, the spherical falloff is in R20 and later. I have R18. Looking for a different solution. Cerbera, my file size is way over the allowed limit (23mb, max here is 3mg). Is there anything I can answer here to help understand so you can help me find an alternate solution? Sorry for the long delay, I have been swamped at work and was only just now able to get back to this animation.
  3. Thanks for your response. I would appreciate any help in an alternate solution. Here's what I'm trying to accomplish. So I bought the female model, which doesn't have the waistband. I added the waistband (which is a real product from which I modeled) by creating three cylinders and colliding them with the model. What needs to happen is that we see the model's stomach shrinking once the waistband is in place. I first created a fat model by duplicating the purchased model and using the Inflate tool in Sculpt to make her stomach bulge out. Then I collided the waistband. Then I thought I could just combine those meshes, and use the Flatten tool in Sculpt to flatten the belly that I had already Inflated. That didn't work so well, and I abandoned that method, which is why it took me this long to reply to you. The new method I tried is to use the original model, which is skinny, collide the created waistband with that, and then Pose Morph between the fat and skinny model to create the shrinking belly effect. The Pose Morph didn't work. It gave me heavy distortion on the target model. I imagine it has something to do with the collided waistbands. The models and the waistbands have the same subdivisions, but something about the Collision Deformer is not allowing the Morph, in the same way that it prevented sculpting in my first method. How would you go into achieving what I'm trying to accomplish? Thanks so much for your help.
  4. So the waistband in the photo was created by colliding cylinders with the female model. I used the Collision Deformer in the Bend menu. I need to combine all polygons into one object so that I can flatten the belly using the Flatten Tool in Bodypaint/Sculpt layout. Then I would Morph the fat model with the thin model to show the belly shrinking. The problem is that when I merge using Mesh/Conversion/Connect Objects, it doesn't seem to include the collided waistband. So when I try to Flatten the belly, the collided waistband, which supposedly is connected, doesn't respond to the Flatten tool in Sculpt. How can I combine everything so that it is one object with all polygons merged or combined? I already tried the Connect tool in the Array menu with no luck.
  5. I have no idea where to post this, so I posted here. I imported a work path from Illustrator (ai file), and extruded it to create the model in the image below. Is there a way to make edges round so that the whole piece looks cylindrical (round) rather than hard edges? As you can see on the right, I'm still at the stage where I extruded the path. What would I do next to achieve what I described. Would appreciate the help.
  6. Thanks for the response. This would work, but I'm new to C4D and I'm not sure what you did. I opened the project but couldn't exactly tell. Can you describe what you did? Thanks!
  7. I'm trying to dissolve or morph the material or UV mapping and can't seem to do it. I morphed two simple objects from the same sphere. I created a sphere and copied it, then distorted the second sphere. I morphed them using pose morph. That worked fine. But I have no idea how to also morph the material. The shape is supposed to change shape and color/texture. I want the texture to change through a dissolve and not a gradient reveal. I would appreciate your help or to be pointed to a tutorial. Thanks!
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